The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Exalted Magic - Free Wards
   
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Category: Gameplay, Magic
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953.000 B
22 Feb, 2012 @ 2:58pm
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Exalted Magic - Free Wards

Description
Ward spells are all but useless in the vanilla game. They don't do much, and cost an unfathomable amount of magicka per second. This mod cuts the cost of the three Wards to 1, 2 and 3 magicka per second respectively.

Why so low? Because the major cost of wards isn't their magicka use, but rather that you have to reserve a hand for their use. You could wear a shield instead, giving you not only significant protection, but also another enchanting slot. Or you could dual-cast magic for ridiculous Impact-shenanigans, or wield a big weapon. Furthermore, Wards are hard to use because they take a moment to come up, only face one direction and do not absorb a whole lot of damage to begin with, and when they break, you get stunned. On top of that, they prevent magicka regeneration during use.

In essence, a Ward is a huge liability. In the base game, you pay ~50 magicka per second for something that is worse than the cheapest Leather Shield, and incomparable to something like Spellbreaker.

Check out my other spell mod which concerns itself with Oakflesh & friends: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=13769


To all the complainers who thinks this is bad:

1. Don't install the mod.
2. I also made an inferior 5/10/15 version. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=14226
3. "Make magicka deplete when the ward gets hit!" - Yeah, that's already in the game, and it's called "Healing". That spell costs magicka, and increases your hp (which is mathematically equal to reducing damage). Equipping it into one hand has long been what wizards did when they wanted what Wards should do.
84 Comments
The Nameless 22 Feb, 2020 @ 7:37pm 
I only really USE wards for one thing: the magic class at the beginning of the college questline. Other than that, it's better to use the spell deflection perk in 'block' combined with Alteration magic resistance and resistance enchantments, though I sometimes pull out a ward just to showboat a little.

My main reason for needing this mod, given all of that, is that even though I've cheated by using console commands to boost my magicka (so I can actually use magic AT ALL really) I STILL can't keep a ward up long enough for Tolfdir to cast his god damn firebolt!
icyzelda 4 Oct, 2017 @ 1:59pm 
what gets me is when an enemy's ward is stronger then mine...like i guess my only real power was absorbing dragon souls lmao
ThunderZsolt 27 Jan, 2016 @ 8:36am 
The description alone is worth an upvote, it sums up the problem with the wards in vanilla really well.

Still, wards are more like fun than useful, preventing the magicka regen is still a huge drawback, and even the ward absorb perk doesn't help that.
A minor balance problem is that the greater ward now makes fights against dragons trivial - until ancient dragons appear, which instantly break the ward - but wards shouldn't block shouts at all imo, so that's another story
Faerillis 11 Apr, 2015 @ 8:15pm 
@winterwolf a perpetually held up Ward does something that does as much detriment to a Pure Caster and really, impossible to maintain for the full duration of the fight. The Ward prevents you from using any Shouts, Greater Powers and prevent Magicka Regen. A Pure Mage desperately needs Magicka Regen to continue fighting and would only throw up a Ward when facing down a serious onslaught of spells or when dealing with any sort of enemy that uses Shouts.
Faerillis 10 Apr, 2015 @ 2:25am 
Hey Kdansky, I can't overstate how freaking useful this mod is — wards are already penalizing before they sap your magicka pool dry, so I find this all but a necessity. Any chance of you making a version that would work with Perkus Maximus though? It brings so much more life to playing Skyrim but dammit if playing a Mage hasn't become tedious again without access to Free Wards.
Hinter Knight 10 Jan, 2015 @ 11:58am 
The problem with 0 magicka per second is that it stops magicka from regenerating at all while you use it... wish someone would make wards work like flesh spells.
Hinter Knight 18 Dec, 2014 @ 7:30pm 
So if you get to a certain level of restoration ward spells cost 0 magicka per second?
Tay 18 Dec, 2014 @ 7:50am 
Love the idea, finally makes wards somewhat viable.
neilbert1 4 Jul, 2014 @ 12:45pm 
This makes wards a much better option!
neilbert1 3 Jul, 2014 @ 4:29pm 
A mod that needed to be done. Awesome!